33 lines
1.8 KiB
Plaintext
33 lines
1.8 KiB
Plaintext
blueshogun's Todo list:
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Emulation:
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- Continue sorting things out between XDKs 4432 and 4627 for 4531. Some things from 4627
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should be moved to 4531 anyway.
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- Check for similarities in XGRAPHIC library for 4361, 4432 and 4627.
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- Continue adding support for the Xbox ADPCM codec. Numerous open source projects support
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it, so I guess it shouldn't be too hard.
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- Finish adding basic XACT support.
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- Ensure the Cxbx has some basic support for every XDK. We're close, but 5028, 5120, 5455
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and 5788 need further investigation.
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- The Xbox's version of the .xsb format needs to be reversed for XACT.
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- Cache xbe section addresses and names for XLoad/FreeSection[ByHandle]
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- Basic network capabilities?
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- Some vertex shaders have their constant register usage modified by Cxbx (to balance out
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the fact that Xbox vertex shaders can use constant values -96 to 96. Adding 96 in
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SetVertexShaderConstant fixes some samples and Petit Copter, but breaks Turok.
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- Indexed geometry rendered with D3DPT_QUADLIST is badly broken (Panzer and Robotech: Battlecry).
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More:
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- For completion's sake, we're going to have to use Direct3D 9 or OpenGL (OpenGL is better for
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emulating Xbox, trust me) to emulate all of the missing functionality of Direct3D 8. OpenGL is
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also closer to NVIDIA's hardware.
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- An option to disable sound processing. Quantum Redshift may need this...
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Game Specific:
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- Azurik: Rize of Perathia (possibly the hardest Xbox game to emulate) has some unusual situations
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going on (heap corruption, empty shaders, etc.). We need better solutions for such scenarios.
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- DOA3 is getting close...
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- Fusion Frenzy: There are some bugs in the D3DFMT_P8 -> D3DFMT_A8R8G8B8 conversion code.
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- Keep working on Run Like Hell, you might be surprised!
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- Find out what's causing the stack corruption with Petit Copter. |